123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284 |
- /*
- * TownBuildingInstance.cpp, part of VCMI engine
- *
- * Authors: listed in file AUTHORS in main folder
- *
- * License: GNU General Public License v2.0 or later
- * Full text of license available in license.txt file, in main folder
- *
- */
- #include "StdInc.h"
- #include "TownBuildingInstance.h"
- #include "CGTownInstance.h"
- #include "../texts/CGeneralTextHandler.h"
- #include "../IGameCallback.h"
- #include "../gameState/CGameState.h"
- #include "../mapObjects/CGHeroInstance.h"
- #include "../networkPacks/PacksForClient.h"
- #include "../entities/building/CBuilding.h"
- #include <vstd/RNG.h>
- VCMI_LIB_NAMESPACE_BEGIN
- TownBuildingInstance::TownBuildingInstance(IGameCallback * cb)
- : IObjectInterface(cb)
- , town(nullptr)
- {}
- TownBuildingInstance::TownBuildingInstance(CGTownInstance * town, const BuildingID & index)
- : IObjectInterface(town->cb)
- , town(town)
- , bID(index)
- {}
- PlayerColor TownBuildingInstance::getOwner() const
- {
- return town->getOwner();
- }
- MapObjectID TownBuildingInstance::getObjGroupIndex() const
- {
- return -1;
- }
- MapObjectSubID TownBuildingInstance::getObjTypeIndex() const
- {
- return 0;
- }
- const IOwnableObject * TownBuildingInstance::asOwnable() const
- {
- return nullptr;
- }
- int3 TownBuildingInstance::visitablePos() const
- {
- return town->visitablePos();
- }
- int3 TownBuildingInstance::getPosition() const
- {
- return town->getPosition();
- }
- TownRewardableBuildingInstance::TownRewardableBuildingInstance(IGameCallback *cb)
- : TownBuildingInstance(cb)
- {}
- TownRewardableBuildingInstance::TownRewardableBuildingInstance(CGTownInstance * town, const BuildingID & index, vstd::RNG & rand)
- : TownBuildingInstance(town, index)
- {
- initObj(rand);
- }
- void TownRewardableBuildingInstance::initObj(vstd::RNG & rand)
- {
- assert(town && town->town);
- configuration = generateConfiguration(rand);
- }
- Rewardable::Configuration TownRewardableBuildingInstance::generateConfiguration(vstd::RNG & rand) const
- {
- Rewardable::Configuration result;
- auto building = town->town->buildings.at(getBuildingType());
- building->rewardableObjectInfo.configureObject(result, rand, cb);
- for(auto & rewardInfo : result.info)
- {
- for (auto & bonus : rewardInfo.reward.bonuses)
- {
- bonus.source = BonusSource::TOWN_STRUCTURE;
- bonus.sid = BonusSourceID(building->getUniqueTypeID());
- }
- }
- return result;
- }
- void TownRewardableBuildingInstance::newTurn(vstd::RNG & rand) const
- {
- if (configuration.resetParameters.period != 0 && cb->getDate(Date::DAY) > 1 && ((cb->getDate(Date::DAY)-1) % configuration.resetParameters.period) == 0)
- {
- auto newConfiguration = generateConfiguration(rand);
- cb->setRewardableObjectConfiguration(town->id, getBuildingType(), newConfiguration);
- if(configuration.resetParameters.visitors)
- {
- cb->setObjPropertyValue(town->id, ObjProperty::STRUCTURE_CLEAR_VISITORS, getBuildingType());
- }
- }
- }
- void TownRewardableBuildingInstance::setProperty(ObjProperty what, ObjPropertyID identifier)
- {
- switch (what)
- {
- case ObjProperty::VISITORS:
- visitors.insert(identifier.as<ObjectInstanceID>());
- break;
- case ObjProperty::STRUCTURE_CLEAR_VISITORS:
- visitors.clear();
- break;
- case ObjProperty::REWARD_SELECT:
- selectedReward = identifier.getNum();
- break;
- }
- }
- void TownRewardableBuildingInstance::heroLevelUpDone(const CGHeroInstance *hero) const
- {
- grantRewardAfterLevelup(cb, configuration.info.at(selectedReward), town, hero);
- }
- void TownRewardableBuildingInstance::blockingDialogAnswered(const CGHeroInstance *hero, int32_t answer) const
- {
- if(answer == 0)
- return; // player refused
-
- if(visitors.find(hero->id) != visitors.end())
- return; // query not for this building
- if(answer > 0 && answer-1 < configuration.info.size())
- {
- auto list = getAvailableRewards(hero, Rewardable::EEventType::EVENT_FIRST_VISIT);
- grantReward(list[answer - 1], hero);
- }
- else
- {
- throw std::runtime_error("Unhandled choice");
- }
- }
- void TownRewardableBuildingInstance::grantReward(ui32 rewardID, const CGHeroInstance * hero) const
- {
- town->addHeroToStructureVisitors(hero, getBuildingType());
-
- grantRewardBeforeLevelup(cb, configuration.info.at(rewardID), hero);
-
- // hero is not blocked by levelup dialog - grant remainder immediately
- if(!cb->isVisitCoveredByAnotherQuery(town, hero))
- {
- grantRewardAfterLevelup(cb, configuration.info.at(rewardID), town, hero);
- }
- }
- bool TownRewardableBuildingInstance::wasVisitedBefore(const CGHeroInstance * contextHero) const
- {
- switch (configuration.visitMode)
- {
- case Rewardable::VISIT_UNLIMITED:
- return false;
- case Rewardable::VISIT_ONCE:
- return !visitors.empty();
- case Rewardable::VISIT_PLAYER:
- return false; //not supported
- case Rewardable::VISIT_BONUS:
- {
- const auto building = town->getTown()->buildings.at(getBuildingType());
- return contextHero->hasBonusFrom(BonusSource::TOWN_STRUCTURE, BonusSourceID(building->getUniqueTypeID()));
- }
- case Rewardable::VISIT_HERO:
- return visitors.find(contextHero->id) != visitors.end();
- case Rewardable::VISIT_LIMITER:
- return configuration.visitLimiter.heroAllowed(contextHero);
- default:
- return false;
- }
- }
- void TownRewardableBuildingInstance::onHeroVisit(const CGHeroInstance *h) const
- {
- auto grantRewardWithMessage = [&](int index) -> void
- {
- auto vi = configuration.info.at(index);
- logGlobal->debug("Granting reward %d. Message says: %s", index, vi.message.toString());
-
- town->addHeroToStructureVisitors(h, getBuildingType()); //adding to visitors
- InfoWindow iw;
- iw.player = h->tempOwner;
- iw.text = vi.message;
- vi.reward.loadComponents(iw.components, h);
- iw.type = EInfoWindowMode::MODAL;
- if(!iw.components.empty() || !iw.text.toString().empty())
- cb->showInfoDialog(&iw);
-
- grantReward(index, h);
- };
- auto selectRewardsMessage = [&](const std::vector<ui32> & rewards, const MetaString & dialog) -> void
- {
- BlockingDialog sd(configuration.canRefuse, rewards.size() > 1);
- sd.player = h->tempOwner;
- sd.text = dialog;
- if (rewards.size() > 1)
- for (auto index : rewards)
- sd.components.push_back(configuration.info.at(index).reward.getDisplayedComponent(h));
- if (rewards.size() == 1)
- configuration.info.at(rewards.front()).reward.loadComponents(sd.components, h);
- cb->showBlockingDialog(this, &sd);
- };
-
- if(!town->hasBuilt(getBuildingType()))
- return;
- if(!wasVisitedBefore(h))
- {
- auto rewards = getAvailableRewards(h, Rewardable::EEventType::EVENT_FIRST_VISIT);
- logGlobal->debug("Visiting object with %d possible rewards", rewards.size());
- switch (rewards.size())
- {
- case 0: // no available rewards, e.g. visiting School of War without gold
- {
- auto emptyRewards = getAvailableRewards(h, Rewardable::EEventType::EVENT_NOT_AVAILABLE);
- if (!emptyRewards.empty())
- grantRewardWithMessage(emptyRewards[0]);
- else
- logMod->warn("No applicable message for visiting empty object!");
- break;
- }
- case 1: // one reward. Just give it with message
- {
- if (configuration.canRefuse)
- selectRewardsMessage(rewards, configuration.info.at(rewards.front()).message);
- else
- grantRewardWithMessage(rewards.front());
- break;
- }
- default: // multiple rewards. Act according to select mode
- {
- switch (configuration.selectMode) {
- case Rewardable::SELECT_PLAYER: // player must select
- selectRewardsMessage(rewards, configuration.onSelect);
- break;
- case Rewardable::SELECT_FIRST: // give first available
- grantRewardWithMessage(rewards.front());
- break;
- case Rewardable::SELECT_RANDOM: // give random
- grantRewardWithMessage(*RandomGeneratorUtil::nextItem(rewards, cb->gameState()->getRandomGenerator()));
- break;
- }
- break;
- }
- }
- }
- else
- {
- logGlobal->debug("Revisiting already visited object");
- auto visitedRewards = getAvailableRewards(h, Rewardable::EEventType::EVENT_ALREADY_VISITED);
- if (!visitedRewards.empty())
- grantRewardWithMessage(visitedRewards[0]);
- else
- logMod->debug("No applicable message for visiting already visited object!");
- }
- }
- VCMI_LIB_NAMESPACE_END
|